/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // // qfiles.h: quake file formats // This file must be identical in the quake and utils directories // /* ======================================================================== The .pak files are just a linear collapse of a directory tree ======================================================================== */ #define IDPAKHEADER (('K'<<24)+('C'<<16)+('A'<<8)+'P') typedef struct { char name[56]; int filepos, filelen; } dpackfile_t; typedef struct { int ident; // == IDPAKHEADER int dirofs; int dirlen; } dpackheader_t; #define MAX_FILES_IN_PACK 4096 /* ======================================================================== PCX files are used for as many images as possible ======================================================================== */ typedef struct { char manufacturer; char version; char encoding; char bits_per_pixel; unsigned short xmin,ymin,xmax,ymax; unsigned short hres,vres; unsigned char palette[48]; char reserved; char color_planes; unsigned short bytes_per_line; unsigned short palette_type; char filler[58]; unsigned char data; // unbounded } pcx_t; /* ======================================================================== .MD2 triangle model file format ======================================================================== */ #define IDALIASHEADER (('2'<<24)+('P'<<16)+('D'<<8)+'I') #define ALIAS_VERSION 8 #define MAX_TRIANGLES 4096 #define MAX_VERTS 2048 #define MAX_FRAMES 512 #define MAX_MD2SKINS 32 #define MAX_SKINNAME 64 typedef struct { short s; short t; } dstvert_t; typedef struct { short index_xyz[3]; short index_st[3]; } dtriangle_t; typedef struct { byte v[3]; // scaled byte to fit in frame mins/maxs byte lightnormalindex; } dtrivertx_t; #define DTRIVERTX_V0 0 #define DTRIVERTX_V1 1 #define DTRIVERTX_V2 2 #define DTRIVERTX_LNI 3 #define DTRIVERTX_SIZE 4 typedef struct { float scale[3]; // multiply byte verts by this float translate[3]; // then add this char name[16]; // frame name from grabbing dtrivertx_t verts[1]; // variable sized } daliasframe_t; // the glcmd format: // a positive integer starts a tristrip command, followed by that many // vertex structures. // a negative integer starts a trifan command, followed by -x vertexes // a zero indicates the end of the command list. // a vertex consists of a floating point s, a floating point t, // and an integer vertex index. typedef struct { int ident; int version; int skinwidth; int skinheight; int framesize; // byte size of each frame int num_skins; int num_xyz; int num_st; // greater than num_xyz for seams int num_tris; int num_glcmds; // dwords in strip/fan command list int num_frames; int ofs_skins; // each skin is a MAX_SKINNAME string int ofs_st; // byte offset from start for stverts int ofs_tris; // offset for dtriangles int ofs_frames; // offset for first frame int ofs_glcmds; int ofs_end; // end of file } dmdl_t; /* ======================================================================== .MD3 model file format ======================================================================== */ #define IDMD3HEADER (('3'<<24)+('P'<<16)+('D'<<8)+'I') #define MD3_ALIAS_VERSION 15 #define MD3_ALIAS_MAX_LODS 4 #define MD3_MAX_TRIANGLES 8192 // per mesh #define MD3_MAX_VERTS 4096 // per mesh #define MD3_MAX_SHADERS 256 // per mesh #define MD3_MAX_FRAMES 1024 // per model #define MD3_MAX_MESHES 32 // per model #define MD3_MAX_TAGS 16 // per frame #define MD3_MAX_PATH 64 #ifndef M_TWOPI #define M_TWOPI 6.28318530717958647692 #endif // vertex scales #define MD3_XYZ_SCALE (1.0/64) typedef unsigned int index_t; typedef struct { float st[2]; } dmd3coord_t; typedef struct { short point[3]; short norm; } dmd3vertex_t; typedef struct { vec3_t mins; vec3_t maxs; vec3_t translate; float radius; char creator[16]; } dmd3frame_t; typedef struct { vec3_t origin; float axis[3][3]; } dorientation_t; typedef struct { char name[MD3_MAX_PATH]; // tag name float origin[3]; dorientation_t orient; } dmd3tag_t; typedef struct { char name[MD3_MAX_PATH]; int unused; // shader } dmd3skin_t; typedef struct { char id[4]; char name[MD3_MAX_PATH]; int flags; int num_frames; int num_skins; int num_verts; int num_tris; int ofs_tris; int ofs_skins; int ofs_tcs; int ofs_verts; int meshsize; } dmd3mesh_t; typedef struct { int id; int version; char filename[MD3_MAX_PATH]; int flags; int num_frames; int num_tags; int num_meshes; int num_skins; int ofs_frames; int ofs_tags; int ofs_meshes; int ofs_end; } dmd3_t; /* ======================================================================== .SP2 sprite file format ======================================================================== */ #define IDSPRITEHEADER (('2'<<24)+('S'<<16)+('D'<<8)+'I') // little-endian "IDS2" #define SPRITE_VERSION 2 typedef struct { int width, height; int origin_x, origin_y; // raster coordinates inside pic char name[MAX_SKINNAME]; // name of pcx file } dsprframe_t; typedef struct { int ident; int version; int numframes; dsprframe_t frames[1]; // variable sized } dsprite_t; /* ============================================================================== .WAL texture file format ============================================================================== */ #define MIPLEVELS 4 typedef struct miptex_s { char name[32]; unsigned width, height; unsigned offsets[MIPLEVELS]; // four mip maps stored char animname[32]; // next frame in animation chain int flags; int contents; int value; } miptex_t; /* ============================================================================== .BSP file format ============================================================================== */ #define IDBSPHEADER (('P'<<24)+('S'<<16)+('B'<<8)+'I') // little-endian "IBSP" #define BSPVERSION 38 // upper design bounds // leaffaces, leafbrushes, planes, and verts are bounded by // 16 bit short limits #define MAX_MAP_MODELS 1024 #ifdef LARGE_MAP_SIZE #define MAX_MAP_BRUSHES 16384 #else #define MAX_MAP_BRUSHES 8192 #endif #define MAX_MAP_ENTITIES 2048 // unused by engine #ifdef LARGE_MAP_SIZE #define MAX_MAP_ENTSTRING 0x80000 #else #define MAX_MAP_ENTSTRING 0x40000 #endif #define MAX_MAP_TEXINFO 16384 // was 8192 #define MAX_MAP_AREAS 256 #define MAX_MAP_AREAPORTALS 1024 #define MAX_MAP_PLANES 65536 #define MAX_MAP_NODES 65536 #define MAX_MAP_BRUSHSIDES 65536 #define MAX_MAP_LEAFS 65536 #define MAX_MAP_VERTS 65536 #define MAX_MAP_FACES 65536 #define MAX_MAP_LEAFFACES 65536 #define MAX_MAP_LEAFBRUSHES 65536 #define MAX_MAP_PORTALS 65536 #define MAX_MAP_EDGES 128000 #define MAX_MAP_SURFEDGES 256000 #define MAX_MAP_LIGHTING 0x200000 #define MAX_MAP_VISIBILITY 0x100000 // key / value pair sizes #define MAX_KEY 32 #define MAX_VALUE 1024 //============================================================================= typedef struct { int fileofs, filelen; } lump_t; #define LUMP_ENTITIES 0 #define LUMP_PLANES 1 #define LUMP_VERTEXES 2 #define LUMP_VISIBILITY 3 #define LUMP_NODES 4 #define LUMP_TEXINFO 5 #define LUMP_FACES 6 #define LUMP_LIGHTING 7 #define LUMP_LEAFS 8 #define LUMP_LEAFFACES 9 #define LUMP_LEAFBRUSHES 10 #define LUMP_EDGES 11 #define LUMP_SURFEDGES 12 #define LUMP_MODELS 13 #define LUMP_BRUSHES 14 #define LUMP_BRUSHSIDES 15 #define LUMP_POP 16 #define LUMP_AREAS 17 #define LUMP_AREAPORTALS 18 #define HEADER_LUMPS 19 typedef struct { int ident; int version; lump_t lumps[HEADER_LUMPS]; } dheader_t; typedef struct { float mins[3], maxs[3]; float origin[3]; // for sounds or lights int headnode; int firstface, numfaces; // submodels just draw faces // without walking the bsp tree } dmodel_t; typedef struct { float point[3]; } dvertex_t; // 0-2 are axial planes #define PLANE_X 0 #define PLANE_Y 1 #define PLANE_Z 2 // 3-5 are non-axial planes snapped to the nearest #define PLANE_ANYX 3 #define PLANE_ANYY 4 #define PLANE_ANYZ 5 // planes (x&~1) and (x&~1)+1 are always opposites typedef struct { float normal[3]; float dist; int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate } dplane_t; // contents flags are seperate bits // a given brush can contribute multiple content bits // multiple brushes can be in a single leaf // these definitions also need to be in q_shared.h! // lower bits are stronger, and will eat weaker brushes completely #define CONTENTS_SOLID 1 // an eye is never valid in a solid #define CONTENTS_WINDOW 2 // translucent, but not watery #define CONTENTS_AUX 4 #define CONTENTS_LAVA 8 #define CONTENTS_SLIME 16 #define CONTENTS_WATER 32 #define CONTENTS_MIST 64 #define LAST_VISIBLE_CONTENTS 64 // remaining contents are non-visible, and don't eat brushes #define CONTENTS_AREAPORTAL 0x8000 #define CONTENTS_PLAYERCLIP 0x10000 #define CONTENTS_MONSTERCLIP 0x20000 // currents can be added to any other contents, and may be mixed #define CONTENTS_CURRENT_0 0x40000 #define CONTENTS_CURRENT_90 0x80000 #define CONTENTS_CURRENT_180 0x100000 #define CONTENTS_CURRENT_270 0x200000 #define CONTENTS_CURRENT_UP 0x400000 #define CONTENTS_CURRENT_DOWN 0x800000 #define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity #define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game #define CONTENTS_DEADMONSTER 0x4000000 #define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs #define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans #define CONTENTS_LADDER 0x20000000 #define SURF_LIGHT 0x1 // value will hold the light strength #define SURF_SLICK 0x2 // effects game physics #define SURF_SKY 0x4 // don't draw, but add to skybox #define SURF_WARP 0x8 // turbulent water warp #define SURF_TRANS33 0x10 #define SURF_TRANS66 0x20 #define SURF_FLOWING 0x40 // scroll towards angle #define SURF_NODRAW 0x80 // don't bother referencing the texture #define SURF_NOLIGHTENV 0x01000000 // no lightmap or envmap #define SURF_ALPHATEST 0x02000000 // alpha test flag #define SURF_FOGPLANE 0x04000000 // fog surface typedef struct { int planenum; int children[2]; // negative numbers are -(leafs+1), not nodes short mins[3]; // for frustom culling // change to int short maxs[3]; // change to int unsigned short firstface; // change to int unsigned short numfaces; // counting both sides //change to int } dnode_t; typedef struct texinfo_s { float vecs[2][4]; // [s/t][xyz offset] int flags; // miptex flags + overrides int value; // light emission, etc char texture[32]; // texture name (textures/*.wal) int nexttexinfo; // for animations, -1 = end of chain } texinfo_t; // note that edge 0 is never used, because negative edge nums are used for // counterclockwise use of the edge in a face typedef struct { unsigned short v[2]; // vertex numbers //change to int } dedge_t; #define MAXLIGHTMAPS 4 typedef struct { unsigned short planenum; // change to int short side; int firstedge; // we must support > 64k edges short numedges; short texinfo; // lighting info byte styles[MAXLIGHTMAPS]; int lightofs; // start of [numstyles*surfsize] samples } dface_t; typedef struct { int contents; // OR of all brushes (not needed?) short cluster; short area; short mins[3]; // for frustum culling // change to int short maxs[3]; // change to int unsigned short firstleafface; // change to int unsigned short numleaffaces; // change to int unsigned short firstleafbrush; // change to int unsigned short numleafbrushes; // change to int } dleaf_t; typedef struct { unsigned short planenum; // facing out of the leaf // change to int short texinfo; } dbrushside_t; typedef struct { int firstside; int numsides; int contents; } dbrush_t; #define ANGLE_UP -1 #define ANGLE_DOWN -2 // the visibility lump consists of a header with a count, then // byte offsets for the PVS and PHS of each cluster, then the raw // compressed bit vectors #define DVIS_PVS 0 #define DVIS_PHS 1 typedef struct { int numclusters; int bitofs[8][2]; // bitofs[numclusters][2] } dvis_t; // each area has a list of portals that lead into other areas // when portals are closed, other areas may not be visible or // hearable even if the vis info says that it should be typedef struct { int portalnum; int otherarea; } dareaportal_t; typedef struct { int numareaportals; int firstareaportal; } darea_t; //Knightmare- below is upper bounds for Q3 maps /* //#define BSP_VERSION 46 #define Q3_BSP_VERSION 46 #define WOLF_BSP_VERSION 47 // there shouldn't be any problem with increasing these values at the // expense of more memory allocation in the utilities #define MAX_MAP_MODELS 0x400 #define MAX_MAP_BRUSHES 0x8000 #define MAX_MAP_ENTITIES 0x800 #define MAX_MAP_ENTSTRING 0x40000 #define MAX_MAP_SHADERS 0x400 #define MAX_MAP_AREAS 0x100 // MAX_MAP_AREA_BYTES in q_shared must match! #define MAX_MAP_FOGS 0x100 #define MAX_MAP_PLANES 0x20000 #define MAX_MAP_NODES 0x20000 #define MAX_MAP_BRUSHSIDES 0x40000 //% 0x20000 // ydnar #define MAX_MAP_LEAFS 0x20000 #define MAX_MAP_LEAFFACES 0x20000 #define MAX_MAP_LEAFBRUSHES 0x40000 #define MAX_MAP_PORTALS 0x20000 #define MAX_MAP_LIGHTING 0x800000 #define MAX_MAP_LIGHTGRID 0x800000 #define MAX_MAP_VISIBILITY 0x200000 #define MAX_MAP_DRAW_SURFS 0x20000 #define MAX_MAP_DRAW_VERTS 0x80000 #define MAX_MAP_DRAW_INDEXES 0x80000 // the editor uses these predefined yaw angles to orient entities up or down #define ANGLE_UP -1 #define ANGLE_DOWN -2 #define LIGHTMAP_WIDTH 128 #define LIGHTMAP_HEIGHT 128 #define MIN_WORLD_COORD (-65536) #define MAX_WORLD_COORD (65536) #define WORLD_SIZE (MAX_WORLD_COORD - MIN_WORLD_COORD) */ // Knightmare- new, enhanced Q2 BSP format /* ============================================================================== BSP42 file format ============================================================================== */ // Knightmare- new BSP version to tell other engines not to load these maps #define KMQUAKE2_BSPVERSION 42 // upper design bounds #define BSP42_MAX_MAP_MODELS 8192 #define BSP42_MAX_MAP_BRUSHES 262144 #define BSP42_MAX_MAP_ENTITIES 65536 #define BSP42_MAX_MAP_ENTSTRING 0x800000 #define BSP42_MAX_MAP_TEXINFO 262144 #define BSP42_MAX_MAP_AREAS 4096 // 256 #define BSP42_MAX_MAP_AREAPORTALS 16384 // 1024 #define BSP42_MAX_MAP_FOGS 4096 #define BSP42_MAX_MAP_PLANES 2097152 #define BSP42_MAX_MAP_NODES 2097152 #define BSP42_MAX_MAP_BRUSHSIDES 2097152 #define BSP42_MAX_MAP_LEAFS 2097152 #define BSP42_MAX_MAP_VERTS 2097152 #define BSP42_MAX_MAP_FACES 2097152 #define BSP42_MAX_MAP_LEAFFACES 2097152 #define BSP42_MAX_MAP_LEAFBRUSHES 2097152 #define BSP42_MAX_MAP_PORTALS 2097152 #define BSP42_MAX_MAP_EDGES 0x400000 #define BSP42_MAX_MAP_SURFEDGES 0x800000 #define BSP42_MAX_MAP_LIGHTING 0x8000000 #define BSP42_MAX_MAP_LIGHTGRID 0x8000000 #define BSP42_MAX_MAP_VISIBILITY 0x2000000 #define BSP42_MIN_WORLD_COORD (-131072) #define BSP42_MAX_WORLD_COORD (131072) #define BSP42_WORLD_SIZE (MAX_WORLD_COORD - MIN_WORLD_COORD) //============================================================================= typedef struct { int fileofs, filelen; } bsp42_lump_t; #define BSP42_LUMP_ENTITIES 0 #define BSP42_LUMP_PLANES 1 #define BSP42_LUMP_VERTEXES 2 #define BSP42_LUMP_VISIBILITY 3 #define BSP42_LUMP_NODES 4 #define BSP42_LUMP_TEXINFO 5 #define BSP42_LUMP_FACES 6 #define BSP42_LUMP_LIGHTING 7 #define BSP42_LUMP_LEAFS 8 #define BSP42_LUMP_LEAFFACES 9 #define BSP42_LUMP_LEAFBRUSHES 10 #define BSP42_LUMP_EDGES 11 #define BSP42_LUMP_SURFEDGES 12 #define BSP42_LUMP_MODELS 13 #define BSP42_LUMP_BRUSHES 14 #define BSP42_LUMP_BRUSHSIDES 15 #define BSP42_LUMP_POP 16 #define BSP42_LUMP_AREAS 17 #define BSP42_LUMP_AREAPORTALS 18 #define BSP42_LUMP_PLANEPOLYS 19 #define BSP42_LUMP_LIGHTGRID 20 #define BSP42_LUMP_FOGS 21 #define BSP42_HEADER_LUMPS 22 typedef struct { int ident; int version; lump_t lumps[BSP42_HEADER_LUMPS]; } bsp42_dheader_t; typedef struct { float mins[3], maxs[3]; float origin[3]; // for sounds or lights int headnode; int firstface, numfaces; // submodels just draw faces // without walking the bsp tree } bsp42_dmodel_t; typedef struct { float xyz[3]; byte color[4]; // for vertex lighting and terrain } bsp42_dvertex_t; // planes (x&~1) and (x&~1)+1 are always opposites typedef struct { float normal[3]; float dist; int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate } bsp42_dplane_t; typedef struct { int planenum; int children[2]; // negative numbers are -(leafs+1), not nodes int mins[3]; // for frustom culling int maxs[3]; unsigned int firstface; unsigned int numfaces; // counting both sides } bsp42_dnode_t; typedef struct bsp42_texinfo_s { float vecs[2][4]; // [s/t][xyz offset] int flags; // miptex flags + overrides int value; // light emission, etc vec3_t color; // face color (light, fog, etc.), from Daikatana's BSP format char texture[MAX_QPATH]; // texture name (textures/*.wal) int nexttexinfo; // for animations, -1 = end of chain } bsp42_texinfo_t; // note that edge 0 is never used, because negative edge nums are used for // counterclockwise use of the edge in a face typedef struct { unsigned int v[2]; // vertex numbers } bsp42_dedge_t; typedef struct { unsigned int planenum; int side; int firstedge; int numedges; int texinfo; // lighting info byte styles[MAXLIGHTMAPS]; int lightofs; // start of [numstyles*surfsize] samples } bsp42_dface_t; typedef struct { int contents; // OR of all brushes (not needed?) int cluster; int area; int mins[3]; // for frustum culling int maxs[3]; unsigned int firstleafface; unsigned int numleaffaces; unsigned int firstleafbrush; unsigned int numleafbrushes; int brushnum; // from Daikatana's BSP format } bsp42_dleaf_t; typedef struct { unsigned int planenum; // facing out of the leaf int texinfo; } bsp42_dbrushside_t; typedef struct { int firstside; int numsides; int contents; } bsp42_dbrush_t; // Knightmare added (ripped from the Q3 tools source) typedef struct { char shader[MAX_QPATH]; int brushNum; int visibleSide; // the brush side that ray tests need to clip against (-1 == none) } bsp42_dfog_t; // the visibility lump consists of a header with a count, then // byte offsets for the PVS and PHS of each cluster, then the raw // compressed bit vectors typedef struct { int numclusters; int bitofs[8][2]; // bitofs[numclusters][2] } bsp42_dvis_t; // each area has a list of portals that lead into other areas // when portals are closed, other areas may not be visible or // hearable even if the vis info says that it should be typedef struct { int portalnum; int otherarea; } bsp42_dareaportal_t; typedef struct { int numareaportals; int firstareaportal; } bsp42_darea_t;